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DEBACLE AT KOROSTEN

Scenario 17
ALONG THE KIEV ROAD, August 30, 1941: As the front spread with each
German success, vast gaps were left in the main line. These gaps proved to be
perfect avenues of approach for the far-ranging Russian cavalry. One such daring
group, the I st Regiment, 2nd Cavalry Division, rode deep behind German lines to
the map depot of the 6th Army, near the town of Korosten. Waiting until twilight,
they drew their sabres and came sweeping across the steppes like the Cossacks of
old.

Board
Configuration
A
Rules Introduced: Sections 92-93
VICTORY CONDITIONS
N M

The Russians win by eliminating any 11 German squads/ crews which start
the game on board 3, and exiting at least 5 mounted cavalry units
permanently off the south of board 5. The Germans win by avoiding the
Russian victory conditions.

TURN RECORD CHART

1 2 3 +r 4 5 6 7 8 9
+r
r German sets up first

Russian moves first


END
*
German rear echelon units set up first on any whole hex of board 3; crews must set up on following specified hexes of board 3: R6, N2
::!I!:; (upstairs), M2, V5, M7, S3, 05, X3, P3, M4. Trucks must set up on R7 and K4. PSW231 must start in 302. Remaining squads set up
;rr anywhere on board 3 but not aboard a vehicle or in a building already containing another squad or crew. Leaders may set up anywhere on
board 3 except in a vehicle.

kk ~·
A·c. ,~

~-
MMG •• 35 (J,•,, 24 %' 35
'' ~-- ~~'
~~~ , ·Y» 9 iLMG
4-6-7 2-4-7 :ien
E

i=
o
.i'co
it r-. +
co {4-12
812
2-8
812 ®
~)
-4
-5

20L1s1 -12
0""'""'*
1S/7PP
~.

1C/1SW

3 10 3 3
Relief column from the 16th Motorized Division enters as per Special Rule 17.1 on hex 4Yl0:
2 2

kk
4-6-7 ~-N.
~
;en
~18
- -4
' -5
-1-14
~18
®
- -4
"o-5

1S/5PP 37lt6J
5
5

Elements of the 1st Regiment, 2nd Cavalry Division set up second on any whole hex of board 5 out of LOS of German units:

* ckk
5-3-7
18
k~N~a,
~
kh 8
,en ~~-
~=
~
kt;i
•co
8 t LMG
2-6
110+

3
fMG
·-
S! +
..,._
ID
12(18)
-'?:'..
~ ,

18

SPECIAL RULES
17 .1 Commencing on turn 4, the German player rolls two dice at the start of GERMANS
each German Rally Phase. A dice roll of "4" or less on turn 4 allows the % LOSSES RUSSIANS BEFORE RELIEF AFTER RELIEF
German to bring on his relief column. On turn 5, a dice roll of "5" or less
allows him to bring on his relief column; on turn 6, a "6" or less is needed,
and so on. The scenario continues until one side or the other accomplishes
its victory conditions.
17.2 The German armored car may not move or fire until turn 2.
17 .3 Players should keep a side record of units destroyed for the Battlefield 17.4 German squads and crews are not allowed to leave the playing board
Integrity rule. Unit values for this scenario only are as follows: except as prisoners. Prisoners count double for victory conditions only if
GERMAN-crew 20, squad 25, 6+ 1 10, 7-0 20, 8-0 30, 8-150,9-165, 9-280. moved off board 5 to the south.
RUSSIAN-cavalry 30, horses 5, 8-0 60, 8-1 80, 9-1 100, 9-2 120. NOTE:
17.5 Neither side may use bore sighting.
These point values differ in some cases from those provided for designing
your own scenarios. As a bookkeeping aid, the following base unit point
value percentages have been calculated. Whenever a side suffers losses in AFTERMATH: The German rear echelon troops were totally stunned, and many
excess of the point values listed, possible morale changes could occur. were indeed dispatched by the sword. Desperate calls for help to the nearby 16th
Motorized Division succeeded in saving only a few dazed survivors-all that remained
of the map depot by the time help arrived.

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